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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
|
Posted - 2015.05.28 14:38:00 -
[1] - Quote
I hear CCP top-percentage-of-rattati wants to do one final balancing pass on rail rifles- better throw this in before it's too late.
While I'll admit that the rail rifle is one of the weapons I have the least experience with, I just want to point out that it's completely illogical. It's a weapon designed for long-range combat, that's forced to fire at full auto, has the most recoil out of all the grunt-rifles, and you can't control said recoil because of the manual half-second spool-up time. That makes no sense, and there's no way that any military would ever actually use it.
What if it had a firing system similar to the charge sniper rifle? I'm not saying add charged shots- I'm saying let it fire at semi-auto if the trigger is released before it's fully charged. With that, you could fire it properly at long range, but switch to fully auto if **** hits the fan and a gallente guy pops out of nowhere to murder your caldari ass at close range.
Perhaps damage and RoF could be changed this way as well- firing at semi-auto, you would deal increased damage, but have your RoF cut to about 225-300 or so to combat modded controllers. Ofc it would need increased DPS (and recoil) when fired at full auto.
Thoughts?
Aloha snackbar
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.05.28 14:55:00 -
[2] - Quote
Very interesting.
I'm hoping there will be a semi-auto version of the RR at some point anyways, but in the future maybe selectable fire rates will be a thing.
!--CCP, let's push for the license of Dust on both current Gen consoles--!
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Shavan D
TERRA R1SING New Eden's Heros
47
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Posted - 2015.05.28 17:47:00 -
[3] - Quote
I'm commander Shepherd and this my favorite post on the citidal.
Yes this is the best idea, and a gun like thus should be like the charge sniper at proto maybe but I'd like it to be an advanced weapon as well. |
Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
|
Posted - 2015.05.28 18:49:00 -
[4] - Quote
Shavan D wrote:I'm commander Shepherd and this my favorite post on the citidal.
Yes this is the best idea, and a gun like thus should be like the charge sniper at proto maybe but I'd like it to be an advanced weapon as well. Why not make normal rail rifles like that? The current system doesn't even remotely make sense
Aloha snackbar
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.28 19:15:00 -
[5] - Quote
Made a thread about this many moons ago, never gained much traction.
Whirly gun make much thunder! - Victor
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JUPA SACH
0uter.Heaven
549
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Posted - 2015.05.28 19:20:00 -
[6] - Quote
Very good ideas, but.... you're trying to use logic which CCP never uses, therefore this thread has no sense.
Karma
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Songs of Seraphim
Negative-Feedback.
1
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Posted - 2015.05.28 19:40:00 -
[7] - Quote
Can you link me to the rifle thread? I've been using the Rail Rifle (both versions) for a very long time now, and I'd like to chime in with regarding this rifle.
Caldari Loyalist
Join Caldari FW via Kirjuun Saaja
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
27
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Posted - 2015.05.28 19:41:00 -
[8] - Quote
The idea's good, but that doesn't change the blaring (blairing?) fact that the RR like the magsec has way too much ammo for a railgun based weapon, I mean the sniper rifle, bolt pistol, and even the railgun turrets, all have very few ammo capacities, maybe when adding the idea of your's would justify a DPS increase, the ammo capacity should be very limited, similar to the breach AR (which is another gun that makes no sense it should have at least a 700 ROF with 45, 47.5 and 50 DPS with at least 35 rounds).
(EDIT: Yeah ignore the breach AR a little, the guns bothersome for me as it is, but the gun should still not be so slow, or have so few bullets or such a high base damage).
Suggested railgun weapon capacities listed below;
Rail Rifle: 28 (with a DPS increase, with a ROF of say 550-570 you wouldnt have to give a major DPS increase, while having us CAL assault players rely more on the reloading skill than we normally would) I also suggest a caldari reload speed buff so we can reload quickly.
Assault Rail Rifle:32 (by reducing charge time to be similar to the militia assault rail rifle DPS wont see a huge rise but should still have a likely killing rate, added with a ROF increase to 650 DPS increase should possibly be minimal)
Magsec SMG: 36 (if ROF remains the same, DPS increase may be large, maybe increase headshot damage to reduce the necessary base damage compensation, since headshotting with the magsec is particuarly hard (at least I find it hard)
Now i've been meaning to post my feelings on the RR and magsec smg, but im pretty lazy so, it just never happened, let me know your thoughts on this.
G.R.A.V.E - Dead men tell no tale...
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
|
Posted - 2015.05.29 00:53:00 -
[9] - Quote
Songs of Seraphim wrote:Can you link me to the rifle thread? I've been using the Rail Rifle (both versions) for a very long time now, and I'd like to chime in with regarding this rifle. Wasn't a thread, he just mentioned it in a post
Aloha snackbar
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
|
Posted - 2015.05.29 00:55:00 -
[10] - Quote
Zan Azikuchi wrote:The idea's good, but that doesn't change the blaring (blairing?) fact that the RR like the magsec has way too much ammo for a railgun based weapon, I mean the sniper rifle, bolt pistol, and even the railgun turrets, all have very few ammo capacities, maybe when adding the idea of your's would justify a DPS increase, the ammo capacity should be very limited, similar to the breach AR (which is another gun that makes no sense it should have at least a 700 ROF with 45, 47.5 and 50 DPS with at least 35 rounds).
(EDIT: Yeah ignore the breach AR a little, the guns bothersome for me as it is, but the gun should still not be so slow, or have so few bullets or such a high base damage).
Suggested railgun weapon capacities listed below;
Rail Rifle: 28 (with a DPS increase, with a ROF of say 550-570 you wouldnt have to give a major DPS increase, while having us CAL assault players rely more on the reloading skill than we normally would) I also suggest a caldari reload speed buff so we can reload quickly.
Assault Rail Rifle:32 (by reducing charge time to be similar to the militia assault rail rifle DPS wont see a huge rise but should still have a likely killing rate, added with a ROF increase to 650 DPS increase should possibly be minimal)
Magsec SMG: 36 (if ROF remains the same, DPS increase may be large, maybe increase headshot damage to reduce the necessary base damage compensation, since headshotting with the magsec is particuarly hard (at least I find it hard)
Now i've been meaning to post my feelings on the RR and magsec smg, but im pretty lazy so, it just never happened, let me know your thoughts on this.
Second edit: Now that I think about it, you could just increase headshot damage across the board amongst all railgun weapon's you wouldn't even need to increase DPS all that much, if at all if its high enough, then it becomes a real skill weapon, and not just some gun that's easy to use. I'm not sure that's actually the case- it seems all weapons with small mags have barely any ammo in them, with the exception being forge guns.
Aloha snackbar
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
|
Posted - 2015.05.29 02:17:00 -
[11] - Quote
Scheneighnay McBob wrote:Zan Azikuchi wrote:The idea's good, but that doesn't change the blaring (blairing?) fact that the RR like the magsec has way too much ammo for a railgun based weapon, I mean the sniper rifle, bolt pistol, and even the railgun turrets, all have very few ammo capacities, maybe when adding the idea of your's would justify a DPS increase, the ammo capacity should be very limited, similar to the breach AR (which is another gun that makes no sense it should have at least a 700 ROF with 45, 47.5 and 50 DPS with at least 35 rounds).
(EDIT: Yeah ignore the breach AR a little, the guns bothersome for me as it is, but the gun should still not be so slow, or have so few bullets or such a high base damage).
Suggested railgun weapon capacities listed below;
Rail Rifle: 28 (with a DPS increase, with a ROF of say 550-570 you wouldnt have to give a major DPS increase, while having us CAL assault players rely more on the reloading skill than we normally would) I also suggest a caldari reload speed buff so we can reload quickly.
Assault Rail Rifle:32 (by reducing charge time to be similar to the militia assault rail rifle DPS wont see a huge rise but should still have a likely killing rate, added with a ROF increase to 650 DPS increase should possibly be minimal)
Magsec SMG: 36 (if ROF remains the same, DPS increase may be large, maybe increase headshot damage to reduce the necessary base damage compensation, since headshotting with the magsec is particuarly hard (at least I find it hard)
Now i've been meaning to post my feelings on the RR and magsec smg, but im pretty lazy so, it just never happened, let me know your thoughts on this.
Second edit: Now that I think about it, you could just increase headshot damage across the board amongst all railgun weapon's you wouldn't even need to increase DPS all that much, if at all if its high enough, then it becomes a real skill weapon, and not just some gun that's easy to use. I'm not sure that's actually the case- it seems all weapons with small mags have barely any ammo in them, with the exception being forge guns.
No, railguns would/should have high base damage, or high damage potential (headshots) which would make up for low ammo capacity, just look at the breach AR, if your good enough, you can take down multiple targets, add that with an extremely high reload speed and low capacity weapons become viable.
G.R.A.V.E - Dead men tell no tale...
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Obodiah Garro
Tech Guard
1
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Posted - 2015.05.29 06:12:00 -
[12] - Quote
rail rifles are at a bad place atm, out damaged at range, worthless close up. They need a base dmg buff so we can pretend they do what they are meant too, ie good LR weapons but meh I think they just dead now
Maybe if had better optinals or something they wouldnt look useless vs the OP ScR, or have a stable place like the AR or just good at everything like the CR but right now they just a shakey pile of ****.
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
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DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.05.29 06:39:00 -
[13] - Quote
Dust rail weapons are pretty much the opposite of how they were designed in eve.
They're mostly just super long rang, super accurate weapons. They deal both low dps and low damage per shot in eve, but also boast more range than any other weapon.
That's just for reference.
In dust I always rail weapons were going to be... Super long range, and super accurate lol. They aren't though.
I've wanted rail rifles to be super low recoil with almost zero dispersion and great range. A headshot multiplier would be fine as long as you can actually hit heads at range. The current recoil is too strong. If the rail rifle had it's damage reduced then we could undo it's horrible hip fire.
At the same time though, I like the rail rifle currently. If we got the recoil/kick reduced I'd be happy |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
|
Posted - 2015.05.29 06:41:00 -
[14] - Quote
Obodiah Garro wrote:rail rifles are at a bad place atm, out damaged at range, worthless close up. They need a base dmg buff so we can pretend they do what they are meant too, ie good LR weapons but meh I think they just dead now Maybe if had better optinals or something they wouldnt look useless vs the OP ScR, or have a stable place like the AR or just good at everything like the CR but right now they just a shakey pile of ****.
Well lets keep brainstorming, maybe a dev or CPM will take notice
G.R.A.V.E - Dead men tell no tale...
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Oswald Rehnquist
1
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Posted - 2015.05.29 07:14:00 -
[15] - Quote
If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more.
Below 28 dB
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 08:34:00 -
[16] - Quote
Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more.
Depends. ScR is semi auto already. And anything we do should be future proof.
But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ?
Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic?
Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier?
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 08:55:00 -
[17] - Quote
Take the current rail rifle. Keeps stats the same for now
- Add semi auto mode with increased headshot damage. No charge up required.
- Charge up weapon for full auto fire.
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Oswald Rehnquist
1
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Posted - 2015.05.29 09:07:00 -
[18] - Quote
DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier?
I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility.
Below 28 dB
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 09:36:00 -
[19] - Quote
Oswald Rehnquist wrote:DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier? I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility.
If that's the case lets just fix what's wrong with the rail rifle. It's recoil is far too high for a long range fully auto precision weapon with the added annoyance of a fairly limiting charge up mechanic.
The problem with that is we've asked for that for about a year and Rattati seems to think that reducing the recoil will make the RR overpowered. If that's still the case, how about reducing damage and adding the headshot multiplier? |
Georgia Xavier
Y.A.M.A.H No Context
577
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Posted - 2015.05.29 10:08:00 -
[20] - Quote
I want semi auto guns in general but NO only the Gallentean weapons get variety!
Click me
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
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Posted - 2015.05.29 14:46:00 -
[21] - Quote
Oswald Rehnquist wrote:DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier? I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility.
I still sit by my earlier RR balancing post (page 1), and making it semi out without charge would make people abuse its ability cause why fire at full damage when you can fire at a much greater rate of fire in its semi auto form? You could also make it much better in caldari hands by changing the cal aslt reload skill, to a charge spool reduction rate (0.06 per level), something that would allow the assault rail rifle to be used without having to worry about its charge time, and maybe bring the standard RR up to .75 spooling time so that its best in Caldari hands, just my two cents...
G.R.A.V.E - Dead men tell no tale...
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Oswald Rehnquist
1
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Posted - 2015.05.29 17:54:00 -
[22] - Quote
Zan Azikuchi wrote:Oswald Rehnquist wrote:DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier? I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility. I still sit by my earlier RR balancing post (page 1), and making it semi out without charge would make people abuse its ability cause why fire at full damage when you can fire at a much greater rate of fire in its semi auto form? You could also make it much better in caldari hands by changing the cal aslt reload skill, to a charge spool reduction rate (0.06 per level), something that would allow the assault rail rifle to be used without having to worry about its charge time, and maybe bring the standard RR up to .75 spooling time so that its best in Caldari hands, just my two cents...
Semi auto + higher spool + spool reduction racial actually does flow relatively well. Nothing really to critique about it, at that point it just depends on whether people value semi auto or full auto. I'm like the semi auto idea, but the assault role isn't my role, so others are best at judging its value.
Below 28 dB
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
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Posted - 2015.05.29 18:03:00 -
[23] - Quote
Semi auto is best saved for the tactical rail rifle, i'd rather not experiment with changing a weapons absolute functionality, besides given the fact that the charge sniper rifle has high alpha headshot damage, safe to say logically that the TRR (tm soon) would be a true marksman's weapon, that in mind, we should continue to find rebalancing's instead of thinking up new functionalities. (Though I do admit it was an interesting statement considering I never played EVE, Low DPS + high headshot value does sound like a very good way to balance it out, when we have better hit detection that is, I already got skewed by some rook in a basic suit cause of it, and I was wearing my cal aslt with a KRR (she wasn't even tanking shields or armor).
G.R.A.V.E - Dead men tell no tale...
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.29 18:07:00 -
[24] - Quote
Zan Azikuchi wrote:Oswald Rehnquist wrote:DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier? I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility. I still sit by my earlier RR balancing post (page 1), and making it semi out without charge would make people abuse its ability cause why fire at full damage when you can fire at a much greater rate of fire in its semi auto form? You could also make it much better in caldari hands by changing the cal aslt reload skill, to a charge spool reduction rate (0.06 per level), something that would allow the assault rail rifle to be used without having to worry about its charge time, and maybe bring the standard RR up to .75 spooling time so that its best in Caldari hands, just my two cents... I've always thought that as well. Would make more sense than a reload speed bonus, which commandos already get.
Aloha snackbar
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
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Posted - 2015.05.29 19:11:00 -
[25] - Quote
Scheneighnay McBob wrote:Zan Azikuchi wrote:Oswald Rehnquist wrote:DeathwindRising wrote:Oswald Rehnquist wrote:If we are looking to "make it like eve", then having it function as a semi automatic weapon would make the most sense as suggested by several people. When the RR first came out people were expecting it to be semi auto.
The predominate theme of rail weapons is the charge up time without being able to hold the charge, which supports semi automatic game play rather than fully automatic gameplay as the recoil and charge up doesn't hurt the format as much. Fully automatic with a charge up makes the traditional fluttering of the trigger counterproductive, which is usually critical in range battles with cover.
Not sure if you guys would find a semi automatic rifle useful or not, you guys would know more than me on this one, but it would differentiate itself from the assault version more. Depends. ScR is semi auto already. And anything we do should be future proof. But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ? Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic? Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier? I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility. I still sit by my earlier RR balancing post (page 1), and making it semi out without charge would make people abuse its ability cause why fire at full damage when you can fire at a much greater rate of fire in its semi auto form? You could also make it much better in caldari hands by changing the cal aslt reload skill, to a charge spool reduction rate (0.06 per level), something that would allow the assault rail rifle to be used without having to worry about its charge time, and maybe bring the standard RR up to .75 spooling time so that its best in Caldari hands, just my two cents... I've always thought that as well. Would make more sense than a reload speed bonus, which commandos already get.
Would fit just as well on a commando, the 10% damage increase is kind of worthless...
G.R.A.V.E - Dead men tell no tale...
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.29 19:15:00 -
[26] - Quote
Zan Azikuchi wrote:Scheneighnay McBob wrote:Zan Azikuchi wrote:Oswald Rehnquist wrote:DeathwindRising wrote: Depends. ScR is semi auto already. And anything we do should be future proof.
But the dual mode RR sounds interesting. My concern is that should we eventually get a tactical rail rifle, how would it function in comparison? How would the assault rail rifle differ?
Imagine the dual mode rail rifle as the base variant. Semi auto fire without a need to charge up between shots? And full auto mode that can be activated by holding the fire button, that would require the current charge up mechanic?
Do we add a headshot multiplier? For both semi and full auto modes? Or only one mode? How much of a multiplier?
I think advocating a semi auto and full auto in one rifle would not be well received within the community at large (I also be part of that group). Reasons why, I don't think its even possible with the coding, as there is a caveat in the weapon coding which classifies it as semi auto or full auto. So not only is it beyond the reach of the dev team but it would be harder to balance stats with flexibility. The simpler you can get the concept the less people can trash it. Numbers are a lot simpler to balance than flexibility. I still sit by my earlier RR balancing post (page 1), and making it semi out without charge would make people abuse its ability cause why fire at full damage when you can fire at a much greater rate of fire in its semi auto form? You could also make it much better in caldari hands by changing the cal aslt reload skill, to a charge spool reduction rate (0.06 per level), something that would allow the assault rail rifle to be used without having to worry about its charge time, and maybe bring the standard RR up to .75 spooling time so that its best in Caldari hands, just my two cents... I've always thought that as well. Would make more sense than a reload speed bonus, which commandos already get. Would fit just as well on a commando, the 10% damage increase is kind of worthless... A built-in damage mod worthless? Blasphemy!
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
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Posted - 2015.05.29 19:33:00 -
[27] - Quote
It is, if it was 15% (3 per level) that would put commando's in a good place, it would help them MUCH better since their called COMMANDO (like seriously, we might as well be wearing pants with no underwear with how weak many commando's are).
Also let's not derail ourselves from the RR conversation!
G.R.A.V.E - Dead men tell no tale...
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.29 19:38:00 -
[28] - Quote
Zan Azikuchi wrote:It is, if it was 15% (3 per level) that would put commando's in a good place, it would help them MUCH better since their called COMMANDO (like seriously, we might as well be wearing pants with no underwear with how weak many commando's are).
Also let's not derail ourselves from the RR conversation! Funny thing is, the term commando basically means special forces, which doesn't apply to a commando suit whatsoever. A 15% damage boot would be OP as hell, because that's still more than you can get stacking nothing but damage mods on a caldari assault.
But, back on topic, I wonder how many players would rather use the current rail rifles, and why. They seem pretty stupid to me.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
32
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Posted - 2015.05.29 19:56:00 -
[29] - Quote
Scheneighnay McBob wrote:Zan Azikuchi wrote:It is, if it was 15% (3 per level) that would put commando's in a good place, it would help them MUCH better since their called COMMANDO (like seriously, we might as well be wearing pants with no underwear with how weak many commando's are).
Also let's not derail ourselves from the RR conversation! Funny thing is, the term commando basically means special forces, which doesn't apply to a commando suit whatsoever. A 15% damage boot would be OP as hell, because that's still more than you can get stacking nothing but damage mods on a caldari assault. But, back on topic, I wonder how many players would rather use the current rail rifles, and why. They seem pretty stupid to me.
(On the off topic note, it wouldn't really be OP with only 3 highs and 1 low, currently you can get 25% from the damage mod and suit ability, + 10 from profile and 15 from proficiency is another 25, making it 50% (when there aren't any shield's, a 15% bonus would only be making it 30% straight up damage, 31 with krins lex, and get the profile and proficency which is still 25, so it'd be 55% more damage to use, HOWEVER a caldari stacking damage mods properly can get 49% and stack more armor than a cal mando or unlike the cal mando, stack profile dampeners to hide while sniping, that is 12% from 3 krin lex's and 12% from a complex and enhanced light damage mod, which make cal mando COMPLETELY redundant).
Current rail rifle is still 25% in damage profile and prof, it has high range killing players at 70+ meters and greater (provided you stack damage mods) and overall its easy to use with its moderate alpha damage, (that can easily be beaten by a breach AR at 30meters). But yeah most common cause of the RR being trash, is the fact that hit detection is just so bad, I mean I can go 30+ with it but that's only because of hit detection actually counting or maybe my enemies running in a straight line to or away from me.
G.R.A.V.E - Dead men tell no tale...
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
33
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Posted - 2015.05.30 18:27:00 -
[30] - Quote
bump
G.R.A.V.E - Dead men tell no tale...
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.30 18:31:00 -
[31] - Quote
On a side note, I put a plasma rifle on a minmatar logi, and it turned out to be an amazing decision. The mag size is just great.
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